| QUOTE ( SR4 BBB page 83) |
| Sensitive System Bonus: 15 BP A character with the Sensitive System quality has immunosuppressive problems with impants. Double all Essence losses caused by cyberware implants. |
It seems like a good flaw for the magically inclined, but then again, when the flaw does rear its head up, it's gonna tottally screw that mage that thought he was getting free bp's.
The mage or adept that gets his arm blown off and needs a cyber replacement is gonna get 2 essence loss instead of one, I think the flaw is pretty bad for them.
not only that, but i would say that it is now a lot more tempting (IMO) to take a little cyber as a mage...
Sensitive System is a steal for magicians. An unbalanced steal. Can't take any cyber? Oh well. Console yourself with five more spells, or another skill at 3. Or a whole other point of [/I]either[I] Magic or Edge, take your pick, with 5 bp change.
| QUOTE (Squinky) |
| It seems like a good flaw for the magically inclined, but then again, when the flaw does rear its head up, it's gonna tottally screw that mage that thought he was getting free bp's. The mage or adept that gets his arm blown off and needs a cyber replacement is gonna get 2 essence loss instead of one, I think the flaw is pretty bad for them. |
I agree with Grinder. That flaw is a no brainer for magicians.
I can't imagine a magician using a cyberarm because one got blown off... Magicians are karma driven, not resource driven... They should have the cash for a cloned replacement. If not, it would still be better for them to do a run with only one arm to pay for it.
Most Gm's I know make sure to apply penaltys for flaws, so a 15 point flaw would be enforced pretty heavily.
I think it balances out well, as magic folks have more to lose. Getting it for a cybered character would just be dumb...
Perhaps uncybered mages were meant to get bonuses like this. It could be deliberate game-balance to help with all the BP they have to sink into other things. Also, it doesn't seem odd to me that magical characters would develop a physical aversion to cyberware. We know that they don't mix well, and that screwing up your body messes with your magic. i'm not sure if deadly wounds still make you roll for magic loss like they did in SR3, but it does reinforce the idea. And then there was the fluff text about how drugs can lead to magic burnout. Roll it all together and it makes sense.
some are risky enough to combine cyber to their magical/technical characters, I suppose in a way it's a dare, or else it's more of a creative fluke for the non casters.
I won't object to lowering the bonus for the non-mundanes to it, maybe just 5, or else 10 points. depends how badly people risk burning out.
| QUOTE (Space Ghost) |
| Perhaps uncybered mages were meant to get bonuses like this. It could be deliberate game-balance to help with all the BP they have to sink into other things. Also, it doesn't seem odd to me that magical characters would develop a physical aversion to cyberware. |
| QUOTE (Angelstandings) |
| I agree with Grinder. That flaw is a no brainer for magicians. I can't imagine a magician using a cyberarm because one got blown off... Magicians are karma driven, not resource driven... They should have the cash for a cloned replacement. If not, it would still be better for them to do a run with only one arm to pay for it. |
| QUOTE (Nidhogg) | ||
Which is why I let all my players know, very clearly, at the start of each campaign, that I have waved my magical GM's wand and removed all of this cloning-of-limbs foolishness. Organs are fair game, but having entire limbs replaced completly invalidates cyberlimbs from a practical point of view. If your mage's hand gets blown off, tough; take the penalty to essence, or live without a hand. |
Erm, just grow a clone of yourself and lop its hand off. Considering all the biotech abilities of SR, getting a forced growth clone is easy.
In some ways, sensitive system really screws magicians over in the long term. In the short term, it seems like a great way to min-max character creation but there are simply some things that 'ware does better than magic. A synaptic accelerator can't be dispelled.
Lowered essence costs means that magicians can afford to get some heavy duty enhancments that they simply couldn't consider in SR3.
hahaha, sensitive system does not effect the essence cost of synaptic accelerators, since they are bioware. Sensitive system does not effect the essence cost of bioware.
| QUOTE (hyzmarca) |
| Lowered essence costs means that magicians can afford to get some heavy duty enhancments that they simply couldn't consider in SR3. |
Things like Str/agi/body don't cost essence to enchance now
it's just limited by having a torso or not.
Ok, my fault. But which mage is seriously interested in taking such heavy enhancements?
Starting with the bizzare chaos mage and ending with the dedicated minmaxer who sees that a synaptic accelerator rating 2 causes less dice pool penalties than sustaining increased reflexes and can't be destroyed as easily as a focus can, plenty.
For the more mundane mage, cybereyes are still the most reliable way to counteract vision modifiers when spellcasting in dangerous situations. Glasses don't cost essence but they also aren't anchored to your skull. This mage could then spend the leftover fractional essence on more useful 'ware, wuch as a skinlink or datajack or implanted comlink.
The part about not altering bioware costs does need to be erated, however.
Removing cybereyes from a mage isn't that much more difficult than removing his glasses. *evil*
When you consider that you have to pay for the Magic attribute, and how high the cost of that final 6th point is, it wouldn't surprise me to see more and more mage/shaman players taking a few handy cyber-toys.
| QUOTE (Crusher Bob) |
| Erm, just grow a clone of yourself and lop its hand off. Considering all the biotech abilities of SR, getting a forced growth clone is easy. |
| QUOTE (Nidhogg) |
| If I don't allow limb cloning, I sure as hell am not going to allow a full body clone. |
| QUOTE (MrMiracle) |
| When you consider that you have to pay for the Magic attribute, and how high the cost of that final 6th point is, it wouldn't surprise me to see more and more mage/shaman players taking a few handy cyber-toys. |
| QUOTE (Rotbart van Dainig) | ||
Oh - that's just how bioware is created, too, since SR1. |
| QUOTE (BlackHat) | ||
Wouldn't the 5th point be just as expensive if you took Cyberware, since you'd still be maxing your magic attribute out? Essense loss reduces the current and maximum ratings, right? Or is there even a maximum rating on magic? |
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